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actually nerfing the weakest class and buffing the strongest class

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So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?

I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?

Any news on Season of the Dragon's Third Cinematic Trailer?

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@ZOS_GinaBruno any news on the release date for it? We can all gather our forces again and click on Twitch for an entire afternoon to get 0.5s trailer. Who's up for that?

Dragonknight Attrition Dev Question - Update 24

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A lot has been mentioned over many patches about the Dragonknight having the "attrition" play style or wearing an opponent down by mostly DoTs, and then we get these across the board DoT nerfs that include class skills - the DK's class toolkit is alot of DoTs. Serious question, what is now the intended play style of Dragonknights moving forward? Especially mDK? ALL (ALL) my class DoTs have to be applied close range, I have terrible mobility, so I am already taking much greater risk. These DoTs were part of the "attrition style" that ZoS has been referencing now for many many patches. Can someone provide some meaningful feedback to this question on DKs, and their intended identity? Why do we keep swinging so much from patch to patch, a 63% reduction isn't a tweak. @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_MattFiror @ZOS_Gilliam

i actually like the way ESO is going on

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in my few years of playthrough and 3.5k hours i have seen many patches, metas, changes, QoL updates, etc. But it was always was one step behind, two forward. Things were going better over the years, even with all the problems, bugs, exploits, etc, that came along. Sure not now not ever everything will be perfect, and always there will be something bad or not working. But as time goes on and little by little getting more communication, i see things getting better. Now recently, all my characters have totally different builds that are viable and each plays differently. I had a hard time adjusting all my builds, but in the end my daily gameplay got better and i like it more.

with the recent patches, i see all specified above getting better, from one step behind two forward to one step behind five forward. Nothing really important to say here, just wanted to leave a positive topic about how ESO is developing recently in the sea of negatives.

Cloak and melee

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Is weaving in and out of cloak as a nb while in melee a viable strategy or is it unreliable in ur experience? Deciding what bar to slot cloak on.

MagBlade Theorycrafting Changes Thread

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So... what’s everyone thinking with the PTS changes?

I logged onto PTS and checked some stuff out but no duels or BGs. Here are my thoughts:
- refreshing path’s been buffed a bit but is being overshadowed by other abilities. It’s almost exactly the same healing as illustrious healing but a smaller area and costs a lot more
- Combat Prayer got a buff but the healing’s still pretty low
- The other morph of combat Prayer looks a lot better. Before when both were weak it didn’t make much of a difference, now it’s an extra 1k base in pvp heal per player, that’s a lot
- Rapid regen and mutagen both look good
- BRP resto with the ward is meh as a healer, cloak blades might like it but the tooltip’s low in no-CP
- The lotus fan nerf is a little too big imo. Unless you’re a melee I don’t see the point with all other dots getting a buff
- Sap’s healing is okayish, I could see someone making a sap tank build if it wasn’t for onslaught
- Onslaught buff will make for some people interesting 2h magblade builds.
- Dot tooltips are great, crazy long ramp up
- My gear was a little different but healthy Offering seemed changed, I’m not sure

Here’s what I’m thinking for my build when the patch hits:
Breton
5L-1M-1H. Buffer of the swift, Transmutation and the grundwhatever monster set, master’s staff back bar. 2x sp glyphs, 1x mag recovery
Healthy Offering, Illustrious Healing, Mutagen, Refreshing Path, Shadowy Disguise - Soul Siphon
Soul Splitting Trap, debilitate, entropy, Flame Reach, Shade - Soul Harvest

Sort of like a hot healer with healthy Offering for burst healing. Dots for offense, but I might drop one for impale.

What are you guys planning on doing with your jewellery traits? Protective looks... meh. Triune or leave as magicka?

Will werewolf be good after patch

Would you welcome halving pop cap if that meant much less lag in Cyro?

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I've noticed that a few hours before primetime, duriong this event, Cyrodill has lower population and much lower lag. Fights are still nice. No huge zerggrops or ballgroups. Every combatant means much more and even fps are higher.
I know that Cyrodill used to have a much higher population. But honestly I hate lag and if lowering the pop cap would alleviate it, then I wouldn't mind.

PS4/NA and EU (Cyro; IC): "insert unpronounceable dragon name here" - This Must Be The Place...

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image
yes, a very naive melody :)

initially I had tried to kick off the conversation with questions on a bunch of random topics...

love to fight, carry scrolls, gank, defend, attack, pour oil on folks, repair keep walls til your fingers bleed - this is your thread...

love hearing big and little battle stories, as well as observations concerning the interaction between the alliances in this campaign - who doesn't love a good bridge fight...

big IC fan...at this point i wanna apologize right now for anything weird or crazy i may have done in IC (or for any future stuff)...I'm pretty laid back in cyro - IC has a way of getting me fired up on occasion...

hmmmmm, is it really true cyro reveals whom you want to be, and, IC reveals who you truly are...

if you want - say what's up, and if you like - let us all know what's up...

anyhow - enjoy, and, happy gaming trails...

bonus question: if any one knows where the reference "loose tales" (spelt differently) comes from - you'll win...ummmm, my undying admiration?

Sustain looks like it's going to suck

can we get a pvp campaign where you cant animation cancel (for dps)?

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what better a test ground than that? If its not popular youve lost nothing and if it is very popular you know what to do. You can also test performance this way.

only changed rules required would be light, heavy attacks, bash and barswap on the global timer.

see what happens....

Poison Injection (& Similar Abilities) Overnerfed + Commentary on Ability Ruleset System & Its Flaws

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So ZOS has established ability rulesets and is in the process of pigeonholing abilities into those rulesets by modifying core functionality. The goal of these rulesets and categorization is to be able to balance the game more easily down the road. I would like to discuss some of the ramifications I've seen so far from this process/system from a PVP perspective.
I'll be covering abilities like Poison Injection, Destructive Reach, Cripple, Shade, and Entropy.

First, I'd like to compare the live versions of Poison Injection and Consuming Trap vs. what they would look like with these PTS changes, using the tooltips from my unbuffed direct-damage CP Nightblade. Consuming Trap is categorized as a DoT in the ruleset, while Poison Injection is classified as instant damage + DoT package.

Poison Injection: 4408 instant damage + 15395 damage over 10s = 19803 damage total
PTS Poison Injection DoT nerfed by 63%: 4408 + (15395 x .37 = 5696) = 10104 damage total

Consuming Trap: 19254 over 10s
PTS Consuming Trap DoT nerfed by 50%: 19254 x .5 = 9627

These abilities appear to be balanced around doing comparable levels of total damage, all things considered. Next to analyze how the DoT portions match up on live and on PTS.

Consuming is doing 19254/15395 = 25% more damage over time than Poison Injection on the live patch.
With PTS changes, Consuming Trap will be doing 9627/5696 = 69% more damage over time.

The difference between these values is staggering. The goal of using DoTs is to cushion your burst window by providing passive damage while you do direct damage. However, players can just heal or block the instant damage, meaning that the most significant part is the lingering DoT. Going from 25% more damage on a standard DoT vs. the DoT damage from an instant+DoT package ability to 69% more damage is actually crazy, imo. I'm wondering what specifically lead to these numbers. Why were Instant+DoT package abilities (like Poison Injection, Destructive Reach, Searing Strike) nerfed by more than other DoTs when the DoT portion was already weaker? To reach the same total damage? If ZOS is adamant about sticking to their whimsically determined total damage standard because of some ruleset principle, then other functions of the abilities need to be addressed to make up for lost relative value.

Here's one of the problems with this ruleset system and auditing:
Even with the FULL double damage from the 100% execute on Poison Injection, you would get 5696*2 = 11392 over 10s for the DoT, which is 11392/9627 = only 18% more damage than Consuming Trap at MAXIMUM execute effectiveness. So how did we get here?

In Scalecaller, Poison Injection's cost went from 2430 to 2700. The initial hit had its damage value reduced by 17%. The DoT damage was increased by 78%, while the execute scaling was dropped from 260% to 100%. This was to fit Poison Injection into ZOS' ruleset of instant damage+DoT (and auxiliary function, scaling % execute damage in this case).

After the DoT damage was increased by 78%, it's now being decreased by 63% in this PTS, without ANY other changes. This is how Poison Injection on PTS has wound up FAR worse than it was 2 patches ago, when it had 260% execute scaling. They nerf-buffed the ability and now are nerfing the buff without addressing the previous nerfs. This is the same case as Destructive Reach, which lost stun utility and instant damage.

Because of their established rulesets + principles, they have nerfed standard DoTs by 50% and instant+DoT packages by 60-63% in order to reach comparable levels of total damage WITHOUT paying respect to auxiliary ability functions. More value has to be brought back to Poison Injection (& similar abilities), perhaps with higher scaling execute damage or base DoT damage.

This is my biggest critique of the "Ruleset system." During the auditing process, these abilities are fundamentally changed to FORCE them to fit within the established rulesets.

In this case, they took the MAIN functions of these abilities and removed/reduced them in order to make them auxiliary functions, while replacing the main function with DoT damage. They then nerfed the new main function of these abilities without addressing the auxiliary functions that were initially removed/reduced in order to allow these abilities to be categorized as damage+DoT ruleset abilities in the first place. This also does not take into account the fact that every class/spec is going to receive these changes differently, especially considering what some of them might have lost to get there. This demonstrates that ruleset standards that were created for easier balancing are not allowing ZOS to reach that goal, because the abilities' value is more complex than the damage number on the tooltip.

The NEXT critique of the Ruleset system is that it pays little respect to how an ability is functioning in actual gameplay. The changes are not for the sake of balance, they're for the sake of categorization and standardization.
Let's look at Cripple for an example. In Elsweyr, Cripple was changed to conform to the Damage Over Time ruleset. It gained a very small DPS increase for its ticks, gained a 2 second duration increase, lost a bit of snare potency, and... lost Major Expedition. Why did it lose Major Expedition, you ask? Because in a vacuum, this ability with Major Expedition on it would be better than other DoTs in the ruleset. I do not imagine that anyone would argue that Magblades needed a nerf, though, so this removal feels contrived. The class source of Major Expedition was kept on Path of Darkness. The number of Magblades in small scale PVP is incredibly low, and I imagine the number of those that use Path of Darkness is far lower.

The next patch, Cripple gained a slight cost reduction and a 17% DoT increase, while other DoTs also received buffs. Now THIS PTS, Cripple's damage was reduced by 50%, alongside other abilities in the Damage Over Time ruleset. Because ZOS looks at things with a microscope or in a vacuum, makes sweeping changes for abilities in a ruleset, and doesn't make changes looking at the bigger picture or actual gameplay (instead opting to make changes based on arbitrary principles), Cripple has wound up doing less DPS than it did before all of these changes while ALSO having a weaker snare and losing Major Expedition on what is generally regarded as one of the worst performing classes in PVP. What sense does this make? Homogenizing things like this when there are so many other contributing factors to balance just leads to a reduction in class identity without actual class balancing.

Next up is Summon Shade, specifically the Shadow Image morph. Last patch, it received a much needed fix to the reliability of its port alongside a 50% cost increase. This patch, ZOS is reducing the damage of Shade by 42% per hit. This is expected, as other DoTs' potencies are being reduced. An example of the shortcomings of the ruleset system: sweeping changes with ruleset standards pay no attention as to whether or not NBs should lose this damage in terms of class balance - they simply do. Do note that I'm not necessarily saying NBs should keep the damage, I'm just saying that there is a lack of consideration.

The more important point: on top of that, ZOS is also forcing the ability into the ruleset of the "gap closer or creator standard" by bringing the teleport range from 28m down to 22m. Again, my question is: why? They cannot possibly reach this conclusion through a gameplay or balance perspective, so it is my assumption that they felt a strong need to categorize this ability, decided on the gap closer/creator standard, and elected to, LIKE BEFORE, reduce some of an ability's core functionality to make it fit within their chosen ruleset. Why is Shade meant to operate under the gap closer or creator standard? Shadow Image doesn't even create or close distance on the ability's initial cast. It can teleport a player through terrain and structures (line of sight). It can bring a player straight up the Z-axis. Is ANY OTHER gap closer or creator intended to function like that? I don't think so, so why is it being forced until this category with nearly a quarter of its range trimmed off as collateral? It's one of the few abilities in the game that still requires strategy, planning, and consideration to use well. Why target that for nerfs? Is UNDO going to be limited to 22m (once it's finally fixed)? If you want to hit NB survivability, maybe address what is generally perceived as a giant crutch: Cloak. This Shade change does not make sense from a balance/gameplay perspective, and it does not make sense from ZOS' own ruleset system. Leave this ability alone. I repeat: leave this ability alone. If it MUST be changed for whatever reason, then the 50% cost increase should be reverted.

One last example of the Ruleset system's flaws features Entropy. They took what was a utility spell and transformed it into a DoT superloaded with utility. We all know how that worked out. It's a very basic and relatable example of the imbalance that results when an ability is pigeonholed into a ruleset category without proper consideration for its auxiliary effects.

I'm tired of typing.

Summary:
Because of ZOS' insistence on using these rulesets, ZOS needs to buff Poison Injection (perhaps through its auxiliary function) and similar abilities to make up for the lost value that resulted from this PTS' DoT nerfs and the core functionalities removed/reduced in the previous ability audit. They need to be more considerate in their sweeping nerfs of categories of rulesets and, in this case, understand that these abilities and their relative power levels are more than the DoT numbers attached to them. ALL of an ability's functions must be considered when it is changed. The standardization of abilities process must give proper consideration to other balance elements.

ZOS must stop examining abilities in a vacuum, without proper regard for gameplay/balance/how something feels in practice. Also, they need to stop forcing abilities *COUGH* SHADOW IMAGE *COUGH* into their ruleset categories just for the sake of having it categorized, especially when it does not functionally belong there.

Thanks for reading, and let me know what you think~


Side notes (not totally related to the main message of the post):
- I didn't want to get really into class balance discussion in this post, but maybe I'll touch on the potential for leeway (strength and weakness by design) to be used within the rulesets if relevant.
- I think that ALL DoT damage should be slightly increased, but specifically in this post, I'm calling attention to ZOS to be more wary of an ability's total value when ALL of its functions are considered, especially its relative value to its historical value.
- I also think that class DoTs should be slightly stronger than universal DoTs, and melee DoTs should be stronger than ranged DoTs b/c of risk. vs reward.

My one-eyed bride of Alinor...

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“My one-eyed bride of Alinor
Fell overboard in spray
My one-eyed bride of Alinor
Depth perception led her astray...”

Are there songs or bits of dialogue in ESO that you’ve heard so many times it drives you crazy and you make up alternate words in your head? If so, what are they?

Vma daggers

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Will vma daggers be meta for all stam builds including necro this patch scalebreaker.. or since the damage reduction not so much

PTS Update 24 - Bug Reports for Housing

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Please report any issues you run into while testing the new housing functions or homes in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!

Idea to increase the quality of Daily Login Rewards again

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One fact is in the past months (already a while ago) the daily rewards got less and less exciting until they're now since 3-4 months on plain level zero.
One reason was the killed the crates out of the reward tier's, most likely due the enourmous loss they got through players getting free gems for their current crates.
So my suggestion would be: Give crates back as daily reward, but you're unable to GEM anything out of free crates. So you dont get a horde gems which obviously is the reason why ZOS deny us now any crates in the daily login rewards.

So ZOS could spend some (each time other season) of the plenty past 11 seasons every month a crate or two without risking anything.

[EU PC] PVE Progression Raiding Guild: Now opening recruitment again

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Ninja Penguins is an EU PVE end game content raiding guild looking for YOU to become a part of our group.

WE ARE OPENING RECRUITMENT AGAIN

We exist to give people the opportunity to try their hand at some of the harder content ESO has to offer, aiming for a small group of individuals to progress and complete the various veteran trials together, without the impossible limits set by some of the serious raiding guilds out there. It is more important to spend 3 hours wiping, but having fun doing so and learning the mechanics, than it is to get it right first time.

We are strictly against elitism, drama, gloating, antagonism, or unpleasant behaviour. Therefore, anyone wishing to join us will be invited to join our discord server where we can get to know you and what you want to achieve through joining us.

Core raiding will be weekly on:
Saturday evenings - 7:45pm UK Time/9:45pm Finland Time
Sunday evenings - 7:00pm UK Time/9:00pm Finland Time

What are our requirements?
While we prefer people to be interested, committed and have a long term progressionist view, to those with crazy high DPS, we do have a few easily achievable requirements in order to ensure some of the more veteran content is attainable:
- Min 75k dps on trial dummy
- 21 years or older
- English Speaking
- Max CP (or close to max CP)
- Strong experience in veteran trials (At least all completed on veteran)
- Discord communication is a must, and a strong willingness to communicate and chat with the group, (after all we are looking for people who are keen to complete difficult content, but also have some banter while doing it).
But most importantly, it is more important for us to have individuals who have a long-term commitment, willingness to progress and improve over time and have strong gaming sense and awareness, than it is to be punching higher DPS numbers or have the most optimal gear.

If you are keen about getting involved with our group, please contact either of us in game:
Guild Master: @LampXNep
Co-Leader: @Lawzz

We have cleared:
All Crags HM
vAS +1
vCR
vHoF HM
vMoL HM - Dro'mathra Destroyer
vSS +Fire HM + Ice HM - Currently progressing all three HM's

Delete pls.

Who believes that development actually listens to us

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Pts is for us to test and give back our feedback but how many people actually believe that the development team really looks through and takes are suggestions into account being at were the player base the feet on the ground to their changes

[Suggestion] Rich survey nodes

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This is a small QoL for those, who have a lot of survey maps.
Problem definiton:
Imagine you have several surveys in stack (lets say 5). You travel to survey location and farm them. Call you mount and run away from survey location. After reaching sertain distance you run back and farm next spawned survey nodes. And you have to do such "ping-pong" minigame 4 times! The more surveys you have, the more time you will spend in repetitive process.
How to solve:
There can be a few solutions. One of them is to make 'rich' nodes, wich could contain xN raw mats (where N is the amount of current investigating surveys in stack).


PS: I understand that survey system's (as well as treasure maps) intention is to give a player some exploration mini quests, the reason to TRAVEL and EXPLORE.
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